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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Mon Dec 24, 2018 9:09 am Post subject: Cheat Engine 6.8.2 Bugs |
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Debugging: Added Code Filter. This lets you filter out code based on if it has been executed or not (Uses software breakpoints)
load address list:
from disassembler.
start:
"filtered the results to 9"
double clicked the address, and the process crashed.
Debugging: Threadview now updates when single stepping and cnanges made there will affect the currently debugged thread (before it didn't)
it do update, but not every time.
dr0 was set on data->write
dr1 on code for single stepping.
removed dr0 breakpoint, and threadview window did not update until target thread collapsed and re-expanded.
register updates normally, after couple seconds of stepping CE stopped updating them.
Assembler: Added multibyte NOP
not working.
unknown debugging error:
Cheat Engine 6.8.2 wrote: | ---------------------------
---------------------------
Debugger Crash:Access violation (Last location:413)
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OK
--------------------------- |
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Mon Dec 24, 2018 9:26 am Post subject: |
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which debugger interface do you use and do you have custom lua scripts running for extra debug info ?
(413 is gui update on the current status)
Getting the instructions from the disassembler is not recommended (read the hint it show) , and if you do, make use of unexpected breakpoints to figure out which ones where wrong so you can delete them
Code: |
0F1F 00 - nop [rax]
0F1F 40 12 - nop [rax+12]
0F1F 44 43 01 - nop [rbx+rax*2+01]
0F1F 80 78563412 - nop [rax+12345678]
0F1F 04 25 78563412 - nop [12345678]
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Mon Dec 24, 2018 9:57 am Post subject: |
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VEH, no custom lua stuff.
from disassembler + unexpected breakpoint set to always = excellent, and working as expected.
anyhow, flags are in reverse order why?
EDIT:
CE automatically stopped the Code-Filter when it was running.
memory view title changed, tried to close memory view but it re-opens automatically.
memory scan options
when its set to "all" address range is from 00000000 to 7F000000
but when set to specific module, address range is 0.
(its fine to me, but im thinking of those people who dont know what to do)
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About Me;
I Use CE Since Version 1.X, And Still Learning How To Use It Well!
Jul 26, 2020
STN wrote: | i am a sweetheart. |
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dl748 Advanced Cheater Reputation: 0
Joined: 05 Mar 2016 Posts: 75
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Posted: Mon Dec 24, 2018 10:17 am Post subject: |
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Thanks for the new release.
Memory vew -> Tools -> Lua Engine
now gives me Access Violation, 6.8.1 does not have this.
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Mon Dec 24, 2018 10:54 am Post subject: |
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reset your settings and see if it still happens
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dl748 Advanced Cheater Reputation: 0
Joined: 05 Mar 2016 Posts: 75
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Posted: Mon Dec 24, 2018 11:37 am Post subject: |
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Painful, did that and it's still happening, lost all my settings ~cries~
Figured it out. If I reset my settings and go RIGHT into it. it works. But if I go into settings and check "Override the default font (Requires a restart)" and change the font (I use courier new, i like the hex digits to line up). restart and then go into lua engine, i get access violation.
Tried 3 different fonts and its not particular about the font.
Unchecking the box, and restarting. No more access violation. Just the act of checking the box (even without doing set font) causes this.
Pulled the latest Github release, and it seems to not error with that build. And i'm getting a nifty "Emulator Memory" menu item :-D
Compiled using Lazarus 1.8.4
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dl748 Advanced Cheater Reputation: 0
Joined: 05 Mar 2016 Posts: 75
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Posted: Sat Jan 05, 2019 11:02 pm Post subject: |
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* bump * still a bug
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Antoshick Advanced Cheater Reputation: 0
Joined: 02 Nov 2018 Posts: 56
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Posted: Fri Jan 11, 2019 3:15 am Post subject: |
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Hi there, CE 6.8.2
AOBScan in lua not work (Access violation)
Encode/Decode option in lua too not work.
Thank
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Antoshick Advanced Cheater Reputation: 0
Joined: 02 Nov 2018 Posts: 56
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Posted: Sat Jan 12, 2019 7:35 am Post subject: |
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CE 6.8.2
I made reset CE settings and now Encode/Decode option in lua work. But if i change in CE setting "override the default font" and set just font size to 11, (then made reatsrt CE) - lua engine gave "Access violation" if i trying use Encode/Decode
If i disable "override the default font" and restart CE, Encode/Decode again work fine
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25288 Location: The netherlands
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Posted: Sat Jan 12, 2019 8:00 am Post subject: |
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that is a known issue yes
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